imbusy GSoC'09 branch merge (Vertex Buffer Object support)
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157
source/blender/gpu/gpu_buffers.h
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157
source/blender/gpu/gpu_buffers.h
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/**
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* $Id: gpu_buffers.h 20687 2009-06-07 11:26:46Z imbusy $
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __GPU_BUFFERS_H__
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#define __GPU_BUFFERS_H__
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#define MAX_FREE_GPU_BUFFERS 8
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#ifdef _DEBUG
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/*#define DEBUG_VBO(X) printf(X)*/
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#define DEBUG_VBO(X)
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#else
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#define DEBUG_VBO(X)
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#endif
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struct DerivedMesh;
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/* V - vertex, N - normal, T - uv, C - color
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F - float, UB - unsigned byte */
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#define GPU_BUFFER_INTER_V3F 1
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#define GPU_BUFFER_INTER_N3F 2
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#define GPU_BUFFER_INTER_T2F 3
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#define GPU_BUFFER_INTER_C3UB 4
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#define GPU_BUFFER_INTER_C4UB 5
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#define GPU_BUFFER_INTER_END -1
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typedef struct GPUBuffer
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{
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int size; /* in bytes */
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void *pointer; /* used with vertex arrays */
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unsigned int id; /* used with vertex buffer objects */
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} GPUBuffer;
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typedef struct GPUBufferPool
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{
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int size; /* number of allocated buffers stored */
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int start; /* for a queue like structure */
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/* when running out of space for storing buffers,
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the last one used will be thrown away */
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GPUBuffer* buffers[MAX_FREE_GPU_BUFFERS];
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} GPUBufferPool;
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typedef struct GPUBufferMaterial
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{
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int start; /* at which vertex in the buffer the material starts */
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int end; /* at which vertex it ends */
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char mat_nr;
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} GPUBufferMaterial;
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typedef struct IndexLink {
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int element;
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struct IndexLink *next;
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} IndexLink;
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typedef struct GPUDrawObject
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{
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GPUBuffer *vertices;
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GPUBuffer *normals;
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GPUBuffer *uv;
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GPUBuffer *colors;
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GPUBuffer *edges;
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GPUBuffer *uvedges;
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int *faceRemap; /* at what index was the face originally in DerivedMesh */
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IndexLink *indices; /* given an index, find all elements using it */
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IndexLink *indexMem; /* for faster memory allocation/freeing */
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int indexMemUsage; /* how many are already allocated */
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int colType;
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GPUBufferMaterial *materials;
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int nmaterials;
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int nelements; /* (number of faces) * 3 */
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int nlooseverts;
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int nedges;
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int nindices;
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int legacy; /* if there was a failure allocating some buffer, use old rendering code */
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} GPUDrawObject;
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typedef struct GPUAttrib
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{
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int index;
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int size;
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int type;
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} GPUAttrib;
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GPUBufferPool *GPU_buffer_pool_new();
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void GPU_buffer_pool_free( GPUBufferPool *pool ); /* TODO: Find a place where to call this function on exit */
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GPUBuffer *GPU_buffer_alloc( int size, GPUBufferPool *pool );
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void GPU_buffer_free( GPUBuffer *buffer, GPUBufferPool *pool );
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GPUDrawObject *GPU_drawobject_new( struct DerivedMesh *dm );
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void GPU_drawobject_free( struct DerivedMesh *dm );
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/* called before drawing */
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void GPU_vertex_setup( struct DerivedMesh *dm );
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void GPU_normal_setup( struct DerivedMesh *dm );
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void GPU_uv_setup( struct DerivedMesh *dm );
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void GPU_color_setup( struct DerivedMesh *dm );
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void GPU_edge_setup( struct DerivedMesh *dm ); /* does not mix with other data */
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void GPU_uvedge_setup( struct DerivedMesh *dm );
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void GPU_interleaved_setup( GPUBuffer *buffer, int data[] );
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int GPU_attrib_element_size( GPUAttrib data[], int numdata );
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void GPU_interleaved_attrib_setup( GPUBuffer *buffer, GPUAttrib data[], int numdata );
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/* can't lock more than one buffer at once */
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void *GPU_buffer_lock( GPUBuffer *buffer );
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void *GPU_buffer_lock_stream( GPUBuffer *buffer );
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void GPU_buffer_unlock( GPUBuffer *buffer );
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/* upload three unsigned chars, representing RGB colors, for each vertex. Resets dm->drawObject->colType to -1 */
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void GPU_color3_upload( struct DerivedMesh *dm, char *data );
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/* upload four unsigned chars, representing RGBA colors, for each vertex. Resets dm->drawObject->colType to -1 */
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void GPU_color4_upload( struct DerivedMesh *dm, char *data );
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/* switch color rendering on=1/off=0 */
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void GPU_color_switch( int mode );
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void GPU_buffer_draw_elements( GPUBuffer *elements, unsigned int mode, int start, int count );
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/* called after drawing */
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void GPU_buffer_unbind();
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int GPU_buffer_legacy( struct DerivedMesh *dm );
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#endif
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1248
source/blender/gpu/intern/gpu_buffers.c
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1248
source/blender/gpu/intern/gpu_buffers.c
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